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FAQs

Missions and the Spaceline | Dilemmas | Artifacts | Outposts | Ships | Personnel | Equipment | Events | Interrupts | Doorways


EVENTS


Q: ANTI-TIME ANOMALY
Q: ATMOSPERIC IONIZATION
Q: BARYON BUILDUP
Q: CAPTAIN'S LOG: DETERMINING ELIGIBILITY
Q: OTHER CAPTAIN'S LOG QUESTIONS
Q: DISTORTION FIELDS
Q: ENGAGE SHUTTLE OPERATIONS
Q: GAPS IN NORMAL SPACE
Q: GENETRONIC REPLICATOR
Q: GODDESS OF EMPATHY
Q: INTERROGATION
Q: INTRUDER FORCE FIELD
Q: KIVAS FAJO
Q: LORE'S FINGERNAIL
Q: LORE RETURNS
Q: MASAKA TRANSFORMATION
Q: MOT'S ADVICE
Q: PLASMA FIRE
Q: Q-NET
Q: RAISE THE STAKES
Q: RED ALERT
Q: RES-Q (and PALOR TOFF)
Q: RISHON UXBRIDGE
Q: SPACEDOCK
Q: STATIC WARP BUBBLE
Q: SUPERNOVA
Q: TELEPATHIC ALIEN KIDNAPPERS
Q: THE TRAVELLER: TRANSCENDENCE
Q: TREATIES
Q: WARTIME CONDITIONS



Q: ANTI-TIME ANOMALY -- It will kill all Personnel on table.
1) Does this include Rogue Borg?
2) would it include Personnel in your hand which are "on the table" due to an Alien Probe card being in play?
A:
  1. No. Only Personnel cards.
  2. No. "on the table" here means "in play on the table." It doesn't include Personnel in the draw pile or discard pile just because these are laying on the table, or hand cards that happen to be on the table, etc.



Q: ATMOSPHERIC IONIZATION -- It says, "Plays crosswise on any planet location. Maximum of three personnel per turn can be beamed up or down at this location." Does this mean 3 limit at any one time, or for the entire turn? Does it refer to 3 up and 3 down, or 3 total?

A: It means, up to 3 people can beam once, up or down, every turn (i.e. 2 down and 1 up or any such combination).



Q: BARYON BUILDUP -- If I play enough on a ship to reduce its Range to zero, what happens? Is it destroyed?

A: No, it just has a Range of zero ("Warp engines are offline. Impulse engines are offline. All I can give you is thrusters"). It is not "stopped" (see definition of "Stopped", above), it just cannot move. Your opponent has two choices. Either bring another ship over to evacuate the Baryon-ed ship. Or play some Kevin Uxbridges (or one Kevin Uxbridge: Convergence) to nullify some of the Baryon Buildups.



Q: CAPTAIN'S LOG: DETERMINING ELIGIBILITY -- How do you determine if a ship receives Captain's Log benefits? Do you have to go by the ship card lore alone? Can you go by the lore on the personnel card, or personal knowledge?

A: You must strictly follow the rule listed on the C.Log card, which says that a ship gets C.Log benefits if any of "...your personnel are aboard a ship he or she 'captained' or 'commanded' (as referenced on ship card lore)..." This strict definition makes it reasonably easy to determine this benefit, whereas Personnel lore or personal knowledge are too murky and debatable. Here is a list of all the Ships currently in the game, and with whom they can get C.Log benefits:

SHIP LIST FOR "CAPTAIN'S LOG" BENEFITS ( * Means see note below.)

Enterprise -- None (*-1)
Yamato -- Donald Varley (*-3)
Phoenix -- Benjamin Maxwell
Sutherland -- Data
Hood -- Robert DeSoto (*-3)
Enterprise-C -- Rachel Garrett
Future Enterprise -- Admiral Riker (*-3)

Bortas -- None (*-2)
Pagh -- Kargan
Hegh'ta -- Kurn

Haakona -- Taris (*-3)
Devoras -- Admiral Mendak
Khazara -- Commander Toreth (*-4)
Decius -- Tomalak (*-7)

Mercenary Ship -- Baran (*-5)
Gomtuu -- Tam Elbrun
Tama -- Dathon (*-6)

Notes:
(*-1) See the question below about why Picard is not listed.
(*-2) Bortas says it was "Gowron's flagship..." but the ruling is that this is too different from the main criteria for C.Log benefits.
(*-3) Subcommander Taris, Robert DeSoto, Donald Varley, and Admiral Riker are not yet in the game, but will be.
(*-4) "Commander Toreth's warbird" is deemed to be "close enough" to the main criteria for C.Log benefits, although it is a stretch.
(*-5) Mercenary Ship is unusual because it is the only "universal" ship with a named captain. The ruling is that if more than one such ship is in play, Baran gives the C.Log benefit to the one he is aboard.
(*-6) "Dathon, speaking first." as indicated in the A.U. Rule Notes, is Tamarian for "commanded by Dathon."
(*-7) Tomalak's eligibility is also a bit confusing -- see the question below.



Q: OTHER CAPTAIN'S LOG QUESTIONS --
1) Why doesn't the Enterprise get C.Log benefits when Jean Luc Picard is aboard? Everyone knows he was the captain!
2) If Captain's Log is in play, can I have several ships receiving this benefit at the same time?
3) C.Log benefits provide SHIELDS +3 and WEAPONS +3 for the ship. How does this apply to Gomtuu's unusual weapon?
4) The Decius says it was "Commanded by Tomalak". Which Tomalak does this refer to?
A:
  1. There are many reasons we chose this method, even though we knew some fans might object. First, we all know that Picard commanded the Enterprise, but at various times so did Geordi, Beverly, Data, Riker, Deanna, and Captain Jellico! Perhaps most importantly, The U.S.S. Enterprise D to some extent already has C.Log benefits "built-in" to it. This is the justification for why its numbers are slightly higher than other Galaxy-class ships, which theoretically should be very similar to each other. The higher numbers reflect the excellence of the Enterprise crew and the leadership of Picard, and these benefits come automatically without the need for having the C.Log card in play. Also, we wanted people to "bring together" ship and captain combinations they wouldn't normally play with, like Data on the Sutherland, Maxwell on the Phoenix, etc. Chances are, if you have Picard and the Enterprise in your deck, you're going to get them together anyway! For all these reasons, we defined the card the way we did. By the way, note that the U.S.S. Sutherland and the U.S.S. Phoenix both get C.Log benefits, which is their advantage over the U.S.S. Nebula (all the same class). There is one other edge we wanted to give those ships which did not make it into AU, but will eventually.
  2. Yes. Each one with the "correct" captain aboard gets the benefit.
  3. See "Gomtuu" under "Ships -- Non-Aligned".
  4. It refers to the original "Tomalak" from the initial set, not the "Commander Tomalak" from the AU set. This is an example of the "Colon Rule". Because the Decius only refers to "Tomalak," we have to only allow the basic Tomalak to captain the ship.



Q: DISTORTION FIELDS -- Can I play two Distortion Fields on a planet, rendering it impenetrable?

A: Yes, if you time it right.



Q: ENGAGE SHUTTLE OPERATIONS --
1) What's the point of Engage Shuttle Operations? Is it just to get around obstacles to beaming?
2) When landing shuttles, what is meant by "using their full Range"?
3) Is a Runabout considered a shuttle for this purpose? It says so on the Rules Sheet!
4) Can a shuttle "parked" on a planet be affected by Loss of Orbital Stability?
A:
  1. Engage Shuttle Operations can do several things for you:
    a) A shuttle can be an escape craft. If you know your ship will be destroyed at the end of your turn, you can load everybody onto a shuttle and leave the ship. This wouldn't work during a battle or dilemma, only when you would logically have plenty of time to react.
    b) Shuttles can be "ferries" to extend your RANGE temporarily, or (for example) to transport Picard past the Q-Net to another ship which doesn't have 2 Diplomacy.
    c) Shuttles can fly down to planets, bypassing Atmospheric Ionization, Distortion Fields, and Particle Scattering Fields, etc.
  2. The shuttle requires the full range to land -- that is, it must begin the landing attempt with all of its range intact, and when it lands on the planet its range is gone. This means it can't move anymore, just like any ship that uses up its range. The personnel aboard can disembark and go about their business on the planet, as if they had beamed down. The shuttle uses its entire range again when it goes back into orbit.
  3. This is an error on the AU rules sheets. Runabouts are not considered shuttles, so the only two cards presently affected are the Type VI Shuttlecraft and the Yridian Shuttle. Although Runabouts *do* fit on Galaxy-class ships, they are found there only on very special occasions. In any case, we did not want the Runabouts to get this benefit for reasons of gameplay mechanics.
  4. It makes sense that the shuttle would be immune to "Loss of Orbital Stability" if it is located on a planet.



Q: GAPS IN NORMAL SPACE --
1) Does it create a new spaceline location?
2) Can you place more than one "Gaps in Normal Space" card between the same two missions (creating a mega-gap of 8, 12, 16, etc)?
3) Is the gap created by "Gaps In Normal Space" considered to be Planetary, Space, or neither?
4) If the Gaps card is destroyed by Kevin Uxbridge, what happens to the gap and what happens to any other cards that might have been located at that gap?
A:
  1. Essentially, yes. You place it between one of the spaceline locations, where it creates a new location with a span of 4 across it. Anything stopping there gets a crewmember killed, so you have to "fly over" it. It can be destroyed by Kevin Uxbridge: Convergence.
  2. No. The card specifically says between "two mission cards", not "between a mission card and another Gap card". The intention is that mega-gaps aren't allowed, otherwise someone could stock 20 of them in a deck and make the spaceline impassable.
  3. Gaps in Normal Space "creates a gap with a span of 4" where it is placed. It is considered to be a "space" location on the spaceline. As the card says, ships can stop there (but one personnel will be killed if they do). Ships can also battle there, and any Events which are normally played on space locations can be played there, combining the effects of the two cards. i.e., a Tetryon Field played on the Gaps would cause a player to stop there (if they have no Navigation), which in turn would have one personnel aboard killed by the Gaps. So, Yes, you can play Events onto the Gaps' location and get the combined effects.
  4. When destroyed by Kevin, the Gaps in Normal Space card is discarded, and the "gap" in the spaceline is closed up. If there were any other Event cards played on the Gaps, like a Tetryon Field, than these Events disappear with the Gaps. If there were any ships located there, including Escape Pods, Borg Ships, and other such things (which are not an integral part of the surrounding space but "just passing through", so to speak), these are not destroyed along with the Gaps. Instead, we can assume that Kevin Uxbridge, being a personable fellow, would slide them to safety. The player who played Kevin would chose to which neighboring spaceline location these ships would be relocated.

    Here is a fun house rule: in this situation, if the ship in question was a Husnock ship, Kevin would not save it, but allow it to be destroyed instead!



Q: GENETRONIC REPLICATOR --
1) Is the benefit of the Replicator applied before or after the results of the Dilemma? For example, will the Replicator prevent any Away Team member from dying as long as that Away Team consisted of at least 2 MEDICAL *before* the dilemma, or will it be effective only if there are 2 MEDICAL present *after* the randomly chosen Away Team member is determined (for potential death)?
2) Does the Genetronic Replicator work for the crew of a ship?
3) Does it help against Barclay's Protomorphosis Disease?
4) If an Away Team has 3 MEDICAL Personnel in it, will the Replicator be sufficient to prevent *any* Away Team members' deaths?
A: The Genetronic Replicator says, "Plays on table. Prevents any of your Away Team members from being killed if 2 MEDICAL present."
  1. This refers to having two *unaffected* MEDICAL present at the time of the Dilemma's effect, not bringing them there later. If you're being wiped out by a disease or shot by an Archer, you can't effectively operate on yourself!
  2. It applies only to Away Teams
  3. No, the Barclay's Protmorphosis Disease acts upon the entire group, and thus the MEDICAL personnel would be affected too
  4. An Away Team with 3 MEDICAL plus the G.Replicator is thus fairly safe, since even if one of the Medical personnel is attacked the other two can save it. But they would not be safe from Dilemmas which act upon the entire Away Team or large numbers of the Away Team members, etc. since you must have two unaffected MEDICAL there.



Q: GODDESS OF EMPATHY -- Can you Interrupt the Goddess of Empathy as it is being played? i.e., Player A plays Goddess of Empathy, can player B play his Interrupts as the Goddess is being played? Or would B have had to declare Interrupt before the Goddess even hit the table?)

A: No. This is another Timing issue (see "Timing," above). If you wanted to play Interrupts, you would have to play them before your opponent announces that he's playing the Goddess.



Q: INTERROGATION --
1) How does the sequence of scoring points through Interrogation work?
2) Can you Interrogate multiple captured personnel using the same Interrogation card? Or does each captive require a separate Interrogator?
A:
  1. First of all, when undergoing Interrogation, we suggest that you ham it up a bit. When asked, "How many lights are there?", yell out like Picard, "There are FOUR lights!!!!" and let the tears stream down your face in stiff-lipped defiance!

    The way the scoring works is simple. If the opponent says there are "five" lights, it means he gives in to the interrogation. You add 10 points to your score, and return the personnel. If the opponent says something besides "five" (we recommend saying "four", as in the episode, but any other reply gets the same result), it means the personnel is bravely resisting for another turn, and you add one point to your score.

    In either case, these scores are permanently yours. For example, in the following sequence the eventual score of a "10" does not wipe-out previous "1" scores earned.

    Turn 1: Answer "Four" -- points scored: 1
    Turn 2: Answer "Four" -- points scored: 2
    Turn 3: Answer "Four" -- points scored: 3
    Turn 4: Answer "Four" -- points scored: 4
    Turn 5: Answer "Five" -- points scored: 10, and personnel returned to outpost

    Total points for interrogator: 14.

    If the Interrogated personnel is rescued (i.e., using Rescue Captives or other such cards in the future), you still keep the points you earned until that time.

  2. You can Interrogate several captives at a time, but there must be an Interrogation card played for each one.



Q: INTRUDER FORCE FIELD -- If my opponent has this card in play, and I play 3 Rogue Borg on his ship, do they attack him with a Strength of 1 or 9?

A: They attack him with a Strength of 9. The assumption is that two are captured, but the third released the first two from the force field and they attack the crew together.



Q: KIVAS FAJO -- The card says to "choose any player to immediately draw 3 cards from the top of their deck". Does this mean you draw 3 cards from the top of someone else's deck, or you choose somebody, who gets to draw 3 cards?

A: The person you choose (which can be yourself) draws three cards from the top of their own deck.



Q: LORE'S FINGERNAIL -- Why bother using Lore's Fingernail when a treaty card would work just as well?

A: If you don't like it now, it will be more useful as time goes on in the expansion sets. (Actually, there are some significant differences between the two cards.) Remember that future cards reference older cards, and that part of the ongoing design for the game involves attempting as much as possible to make more useful cards which turned out to be little-used.



Q: LORE RETURNS --
1) How does the Lore Returns card affect the ability to try to recapture a ship from the Rogue Borg?
2) Can I play a Lore Returns on my opponent's Rogue Borg after they have taken over one of my ships and beam them all off so I can have my ship back? Or for that matter have them attack my opponent?
A:
  1. When Lore Returns comes into play, he "comandeers" the ship (page 32), making it more like a normal ship, under the control of the player and able to move around and attack. It then is a pirated ship and behaves like a normal ship. You normally cannot beam aboard an opponent's ship, so you could not beam aboard a ship under Lore Returns.
  2. No. The card says, "... *your* Rogue Borg..." For more on Rogue Borg, see Rogue Borg under "Interrupts," below.



Q: MASAKA TRANSFORMATIIONS -- What if I discover an Artifact, place it in my hand, and then my opponent plays Masaka Transformation on me? It goes to the bottom of my deck, and then what? When I draw it again, can I use it?

A: Yes. See Artifacts, above.



Q: MOT'S ADVICE -- If I play Mot's Advice on Mot the Barber, does he have Barbering x2?

A: Yes! You seem to think that is not significant!



Q: PLASMA FIRE -- If it continues to damage a ship every turn, does that mean it destroys a ship in 2 rounds or just keeps it in a "damaged" state until SECURITY puts it out?

A: The ship gets damaged by the Plasma Fire at the end of each of your turns, beginning at the end of your next turn. "Damage" here means normal ship damage, like battle damage. Thus, normally if it is not extinguished the ship is a goner in 2 turns. However, there is the chance the player might be able to "repair" the ship, thus keeping it alive longer, or bring the SECURITY in the meantime.



Q: Q-NET -- Can a Q2 get rid of a Q net?

A: No. Q2 can only interfere with Q-related Dilemmas. Q-Net is an Event.



Q: RAISE THE STAKES -- When Raise the Stakes is brought in, it says that opponent must immediately forfeit or agree that the eventual winner choose a random card from the loser's 60 card deck. Does this agreement hold even if the Raise the Stakes event is later destroyed (by Kevin Uxbridge)?

A: No. Destroying it "lowers" the stakes.



Q: RED ALERT -- After the Red Alert is in play, allowing you to play as many Ship, Personnel, or Equipment as desired each turn, do these cards count as your normal card play or can you also play, say, an Event?

A: Once the Red Alert card is in play a group of cards played under a Red Alert count as your normal card play during any turn. If you want to play an Event, you can't play any Red Alert cards that turn too. This also applies for the turn on which you play the Red Alert. In other words, playing the Red Alert itself is your one card play for that turn.



Q: RES-Q (and PALOR TOFF) --
1) When using cards like Res-Q or Palor Toff to regenerate a card, does the card go into your hand or into play?
2) Can Res-Q or Palor Toff regenerate a Dilemma card?
3) Can Res-Q or Palor Toff rescue a discarded artifact (say, the Betazoid Gift Box)? If so, does it return to your hand, playable on your next turn? Can you Res-Q the same Artifact repeatedly? Also, artifacts can be intentionally mis-seeded during the seed phase, in which case the rules say that such cards are "discarded." In that case, such cards can be retrieved from the discard pile into the players hand using Res-Q or Palor Toff. Is this legal?
A:
  1. The card goes into your hand.
  2. Theoretically you can -- however at the present time there is no way to use a Dilemma card in your hand, so there would be no point to it. Dilemma cards are only used during the seed phase. It is likely, however, that we will have a card in a future expansion set that allows later use of Dilemmas.
  3. Yes, it is legal -- sort of. As you can no doubt see, such a combination is extremely powerful, and unless your opponent is lucky enough to have a Countermanda handy, it can severely unbalance the game.

    Standard Tournament Rules (which most players abide by, even in casual games) say that artifacts which are discarded (for any reason, including mis-seeding) are instead placed out-of-play. Therefore, they cannot be retrieved by Res-Q or Palor Toff. If you are having problems with this situation, we suggest you adopt Standard Tournament Rules as your House Rules.



Q: RISHON UXBRIDGE -- Rishon says that she is "not cumulative," which means that you couldn't put two of her on the same Event, right? But could I put one Rishon on another?

A: No. Nice try, though ;)



Q: SPACEDOCK -- Would a Spacedock allow me to repair ships at a Neutral Outpost?

A: Yes



Q: STATIC WARP BUBBLE --
1) It says the player must discard a card. Could this include discarding a card that is already in play on the table, or does it refer only to cards in your hand?
2) What exact effect does the Traveler have on this card?
A:
  1. Only to cards in your hand.
  2. See "The Traveler: Transcendence", below.



Q: SUPERNOVA --
1) If I have the Tox Uthat out on the table, can my opponent play a Supernova?
2) Page 32 of the rule book refers to there being cards which "de-nova" a supernova to reinstate the mission underneath. There may, of course, be cards in future expansions, but are there any cards capable of doing this that are currently available? Can Kevin Uxbridge?
A:
  1. No. The Supernova card says, " *You* must have Tox Uthat already on table..."
  2. No. No such cards are yet able to "de-nova" a Supernova. You could play Kevin Uxbridge just aa your opponent is playing the Supernova to nullify it, but you couldn't nullify it after the Supernova has had its effect.



Q: TELEPATHIC ALIEN KIDNAPPERS--
1) Does the opponent have to show you the card you just guessed? If yes, that gives me information about his cards so I can guess more accurately next time.
2) When using this, it specifies a "type" of card. Is a "type" an Event, Interrupt, Personnel, Ship or Equipment?
3) It says that its effects happen at the end of each turn. Does this actually mean *each* turn, or each of your own turns?...
4) Are these cards cumulative? If you have two can you guess twice each turn? If your opponent only has one card in his/her hand, and I have 2 (or 3 or 4 etc.) telepathic alien kidnappers, what does this mean?
A:
  1. Yes. That's more like what telepathy does.
  2. Yes, plus Outpost, Artifact, or Doorway.
  3. Each of your own turns (see definition of "Turns", above).
  4. Yes.



Q: THE TRAVELLER: TRANSCENDENCE --
1) The Traveler: Transcendence says it nullifies Static Warp Bubbles. Do warp bubbles played after the Traveller have any effect, or are they also nullified?
2) Does the Traveler nullify all SWBs in play or just my opponent's?
3) Does the Traveler cause my opponent to discard the SWB or just make it ineffective until he can Kevin my Traveler?
A:
  1. The Traveler says, "...while in play, nullifies Static Warp Bubble." So, as long as it is in play Static Warp Bubbles are nullified (discarded).
  2. Just your opponent's -- the ones played by the opponent that are affecting you.
  3. Nullify = Discards.



Q: TREATIES --
1) When a treaty is out, can personnel from one affiliation report for duty in the other affiliation's outpost?
2) If a mixed crew under treaty is aboard a non-aligned ship and the treaty is broken, what happens? Are all the personnel except non-aligned put under house arrest?
3) If there was a treaty, could a Romulan outpost be used to repair Klingon ships and counteract the REM sleep Dilemma?
4) If a mixed Klingon/Romulan crew (with a treaty) has both Klingon and Romulan disruptor equipment cards aboard their ship, do they each get +2 strength from their respective disruptors, or does the whole crew get +4 because of the treaty?
5) Under Treaty, must you have at least one crew of matching affiliation aboard a ship to move it?
A:
  1. Yes. The rules say, "When a treaty card is in play, the personnel, ships, outposts, etc. can all be shared by the players as if they were one affilition." Thus, they can share the outpost.
  2. Normally on a non-aligned ship you can have non-aligned personnel and one affiliation of personnel, but you can't mix two affiliations there without a treaty. The current interpretation is that if there are mixed-affiliation personnel there (under a treaty) and the treaty is broken, the minority affiliation personnel are the ones put under house arrest. (See page 30, Treaties) In the event of a tie, determine randomly.
  3. Yes. Again, they can use the Outpost "as their own."
  4. Yes.
  5. No. The rules say, "When a treaty card is in play, the personnel, ships, outposts, etc. can all be shared by the players as if they were one affiliation." Thus, you don't have to have a "host" aboard the ship. Remember, however, if the treaty gets destroyed the non-matching affiliation personnel will go to house arrest, and thus such a ship would be stranded with no active crew. (You do, however, need at least one personnel of matching affiliation to try a mission, as the rules state, page 30).



Q: WARTIME CONDITIONS --
1) Can I use this if my Fed ship is attacked by a non- aligned ship?
2) What if it is attacked by the opponent's Fed ship (under the influence of an "Attack Authorization" order)? If I play it, can all Fed ships attack all other Fed ships at will?
3) Must I play Wartime Conditions immediately after the attack, or can I play it any time after my Fed ship was attacked?
4) Can I have more than one W. Conditions in play at the same time? Say, one against the Klingons and one against the Romulans?
A:
  1. Since "Wartime Conditions" card refers to declaring war against "the attacking ship's affiliation", it will not work against a non-aligned ship, which by definition does not have its own affiliation (at least at this time).
  2. Yes! One might rationalize this by considering an episode like "The Wounded" where Picard was almost called upon to fire upon Benjamin Maxwell and the Phoenix or that any number of alternate realities could have resulted in a Federation Civil War!
  3. You can play it any time after the attack, it doesn't have to be played immediately after the attack. Sometimes it takes those bureaucrats at Starfleet Headquarters awhile to make up their minds!
  4. Yes, you can have more than one.



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